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Messages - A_White_Guy

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ya i know, when i thought of the idea it sounded allot better in my head than it does know that i think about it, but i still think it would be kind of nice. Your right though, its not really that big of an improvement to waste time working on.

Ok, i think i know how to explain it. Ill start by showing you this image:

as you can see, there is grass and a solid rock texture on level 1 and a version of the rock texture with an alpha channel to look more broken on level 2. Basically, I am suggesting that there be a way of having only 1 rock texture with an alpha instead of having the one without an alpha on level 1 and the one with an alpha on level 2. The one rock texture would have an alpha map and be on level 2 on top of the grass, and there would be a brush or something in the terrain texture panel that says something to the effect of "show/hide alpha".  You would then use the brush to go over the rock texture and when you click, the rock texture under the brush would either show or hide the transparency of the alpha channel. Again its just an idea that i thought would be cool, and don't worry about it if you still don't know what i am talking about lol

i know, the difference between my idea and that is that you would be able to control which parts of the alpha channeled texture would actually show the alpha channel and which parts the engine would ignore the alpha.

Hi, this is just an idea that i though would be kool, not even sure if it could be done. Anyway i was playing around world building and the idea hit me: what if we could have 1 terrain texture on level 2, 3, or 4, and be able to scale the affects of the alpha on that texture! for example: you have a brick road texture with an alpha channel on level 2. If this idea was to be put into effect, there would be a way of telling the engine which parts of that texture to show the alpha and which parts not to. This way you could have a solid brick road, and have some parts of the level underneath it (in this case level 1) show through. That way you could have a grass or dirt texture show through the brick without having to create multiple different textures, and could just tell the engine what parts of the brick to show through. This would be a huge time saver, and i am sure allot of world builders/artists  would appreciate it. Anyway i know you guys are busy fixing bugs and optimizing more important parts of the engine and what not, but i just thought this was a good idea and wanted to share it.

Design & World Building / [Resolved] Speedtree dynamic details?
« on: Dec 17, 12, 09:14:39 PM »
Hi, This may be kinda a repeat of the previous "paint meshes" thread but i felt it deserved its own. Anyway, i want to dynamic paint some speedtree models. Yes, i know this sounds crazy but wait till you hear the whole story. The models i want to paint are actually small grasses, not trees. They are pretty small and as far as i know not very system demanding. Here is an image of the model inside speedtree : [ as you can see, it is not very big and does not have many polygons. Also, here is an image of the grass model inside of heroengine: Anyway, if you have ever played World of Warcraft, i would like to make a ton of these models and paint them like the grass doodads in world of warcraft, and i would except for a couple problems. The first is that the dynamic detail paint meshes feature will only allow painting of either .gr2 or .hgm files. Second is that the herocloud version of the speedtree compiler will only compile in a format that is used for heroengine, and i cannot export in a version that 3dsmax will read and then import to heroengine from there. So my question is: Is there an easy way of dynamicly painting these meshes or will i have to place them 1 by 1?

P.S: i would just make the model by hand in 3dsmax but i have some weird bugs when trying to do this, and i would rather just get the speedtree models to work if possible.

 8) Thanks!!!!

Hi, this might be a stupid question but what exactly does this mean? does it mean i can make a model in 3dsmax and just import it through the art pipeline like i would before except without making the material a hero-material? or are there any extra steps i have to take that i am not aware of? thanks in advance!!!

Art & Art Pipeline / Re: Line at the top of my dynamic details
« on: Dec 05, 12, 05:16:48 PM »
thanks cooper, i will look up the terms you said and hopefully solve my problem. i will also post some picks of the rgb and alpha channels shortly to just so u can see

Hi, whenever i create a dynamic detail with an alpha map i always get a line at the top of it, and a border around the sides. this is really frustrating and i have no idea why, and ive had this problem ever since i first got into modeling and figured out how to use alpha channels. I get this problem in max to with everything that has an aplha channel. I also get a border around them as well, i even brought the alpha in like 10 pixels past the edge of the plant in Photoshop and i still get the border. Here is what it looks like:

Design & World Building / Re: Non earthly environ (Mars)?
« on: Aug 08, 12, 11:36:42 PM »
go to windows, click on environment, then click on light, and change the colors to whatever you want. you can also just click on the color tool in the terrain window, select a red-ish color, and paint over all of your terrain but that will only work on terrain and not models or anything, so i would recommend changing the light.

Design & World Building / [Resolved] How to place an npc?
« on: Aug 08, 12, 10:04:38 PM »
hi, im not really intending on making a real game, and i just want to mess around with heroengine, and i don't intend on putting any new npc's into the game besides the ones that are already come as default. anyway, i would like to know how to put one of the monkeytok's from the fantasy lowlands example area into my own area. im assuming all of the hard work is already done, and all i want to do is put one into my world but i cant figure out how lol, so can anybody tell me how or direct me to a tutorial? thanks in advance!!!

Art & Art Pipeline / Re: flashing textures
« on: Dec 10, 11, 01:04:58 PM »
thanks!!! problem solved!!!!

Art & Art Pipeline / Re: flashing textures
« on: Dec 10, 11, 11:58:30 AM »
@AuctualFantasy: 0 errors showing, just: 09:54:04: CreationObject mossrock1.hgm seems to be done. there were errors before i went back into 3dsmax and applied mossyrock_highres_d.dds but the green flashy texture is still there. And i didnt apply the texture in the repository, i just put the texture and the model into the repository, however they are in the same folder. so how would i go about applying the texture in the repository?

so im trying to put a rock into heroengine (first asset to be put in by me btw). Im having a problem getting the textures to show up properly. the rocks is always flashing green pink and blue. what i did: game the rock a hero material texture, exported the rock into .hgm and exported the texture in .dds format. rock is called mossrock1.dds and the texture is called mossyrock_highres.dds. i put them on a both on my virtual A drive, A:\HE\Rocks. i then made a folder in my repository in the main HE folder called Rocks. The i put both the .hgm and .dds files into the folder. then i went into heroengine and put the .hgm file into my library. then i clicked add at camera and the model shows up, but with the blinking texture!!!! what do i do?

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